config.cpp 6.2 KB

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  1. #define COMPONENT DC_17
  2. #include "../../../RD501_main/config_macros.hpp"
  3. #include "../../_common/common.hpp"
  4. class CfgPatches
  5. {
  6. class macro_patch_name(dc_17)
  7. {
  8. author=DANKAUTHORS;
  9. addonRootClass= macro_patch_name(weapons)
  10. requiredAddons[]=
  11. {
  12. macro_patch_name(weapons)
  13. };
  14. requiredVersion=0.1;
  15. units[]={};
  16. weapons[]={
  17. macro_new_weapon(DC,17),
  18. macro_new_weapon(DC,17a),
  19. macro_new_weapon(DC,r17),
  20. macro_new_weapon(DC,r17a)
  21. };
  22. };
  23. };
  24. class cfgWeapons
  25. {
  26. class Mode_FullAuto;
  27. class Pistol_Base_F;
  28. class SWOP_DC17Pistol: Pistol_Base_F
  29. {
  30. class Single;
  31. };
  32. class macro_new_weapon(DC,17):SWOP_DC17Pistol
  33. {
  34. displayName="DC-17";
  35. scope=2;
  36. scopeArsenal=2;
  37. weaponPoolAvailable = 1;
  38. selectionFireAnim="zasleh";
  39. dlc = "RD501";
  40. author= "RD501";
  41. baseWeapon = macro_new_weapon(DC,17);
  42. model="\MRC\JLTS\weapons\DC17SA\DC17SA.p3d";
  43. hiddenSelections[]=
  44. {
  45. "camo1",
  46. "illum"
  47. };
  48. hiddenSelectionsTextures[]=
  49. {
  50. "\MRC\JLTS\weapons\DC17SA\data\DC17SA_co.paa"
  51. };
  52. hiddenSelectionsMaterials[]=
  53. {
  54. "",
  55. "\a3\characters_f_bootcamp\common\data\vrarmoremmisive.rvmat"
  56. };
  57. DC_Family_Flashlight
  58. magazines[]={macro_new_mag(DC17,20),"DCStun_Mag"};
  59. magazineWell[] = {macro_new_magwell(DC17_GL_Mags)};
  60. ACE_Overheating_Dispersion = DC15a_Overheat_Dispersion
  61. ACE_Overheating_SlowdownFactor = DC15a_Overheat_SlowdownFactor
  62. ACE_Overheating_JamChance = DC15a_Overheat_JamChance
  63. ACE_overheating_mrbs = DC15a_Overheat_mrbs
  64. ACE_overheating_allowSwapBarrel = 1;
  65. ACE_clearJamAction = "ReloadMagazine";
  66. class Single:Single
  67. {
  68. dispersion =DC17_accuracy;
  69. reloadTime = DC17_reloadtime;
  70. };
  71. };
  72. class macro_new_weapon(DC,17a):macro_new_weapon(DC,17)
  73. {
  74. baseWeapon = macro_new_weapon(DC,17a);
  75. displayName="DC-17a";
  76. magazines[]+={ macro_new_mag(DC17,40)};
  77. magazineWell[] = {};
  78. // recoil="";
  79. // recoilProne="";
  80. class Single:Single
  81. {
  82. dispersion =DC17_accuracy;
  83. reloadTime = DC17_reloadtime/2;
  84. autoFire=1;
  85. };
  86. };
  87. class Pistol_Base_F;
  88. class SWOP_DC15SAPistol:Pistol_Base_F
  89. {
  90. class Single;
  91. };
  92. class RD501_stun_muzzle;
  93. class hgun_P07_F;
  94. class JLTS_DC17SA:hgun_P07_F
  95. {
  96. class Single;
  97. };
  98. class macro_new_weapon(DC,r17):JLTS_DC17SA
  99. {
  100. displayName="Republic DC-17";
  101. reloadAction="GestureReloadPistol";
  102. baseWeapon=macro_new_weapon(DC,r17)
  103. JLTS_hasElectronics=0;
  104. magazines[]=
  105. {
  106. macro_new_mag(5mw,10)
  107. };
  108. muzzles[]=
  109. {
  110. "this",
  111. "Stun"
  112. };
  113. class Stun: RD501_stun_muzzle
  114. {
  115. displayName="High Energy StunMode";
  116. reloadAction="GestureReloadPistol";
  117. magazines[]=
  118. {
  119. macro_new_mag(stun,5)
  120. };
  121. };
  122. class Single : Single
  123. {
  124. reloadTime=0.1;
  125. };
  126. };
  127. class macro_new_weapon(DC,r17a):JLTS_DC17SA
  128. {
  129. displayName="Republic DC-17A";
  130. baseWeapon=macro_new_weapon(DC,r17a)
  131. JLTS_hasElectronics=0;
  132. magazines[]=
  133. {
  134. macro_new_mag(2mw,30)
  135. };
  136. modes[] = {"FullAuto"};
  137. muzzles[]=
  138. {
  139. "this",
  140. "Stun"
  141. };
  142. class Stun: RD501_stun_muzzle
  143. {
  144. displayName="High Energy StunMode";
  145. reloadAction="GestureReloadPistol";
  146. magazines[]=
  147. {
  148. macro_new_mag(stun,5)
  149. };
  150. };
  151. class FullAuto : Single
  152. {
  153. autoFire=1;
  154. reloadTime=0.055;
  155. displayName="$STR_DN_MODE_FULLAUTO";
  156. textureType="fullAuto";
  157. recoil="recoil_auto_primary_3outof10";
  158. recoilProne="recoil_auto_primary_prone_3outof10";
  159. aiDispersionCoefY=3;
  160. aiDispersionCoefX=2;
  161. soundBurst=0;
  162. burst=3;
  163. };
  164. };
  165. class RD501_DC_15_RB:SWOP_DC15SAPistol
  166. {
  167. scope=2;
  168. author = "RD501";
  169. displayname = "DC-15 'Razor Blade'";
  170. descriptionShort = "Namenai is here";
  171. recoil = macro_new_recoil(dc15_rb)
  172. magazines[] = {
  173. macro_new_mag(DC15_razor_blade,9)
  174. };
  175. fireSpreadAngle = 3;
  176. class FlashLight
  177. {
  178. color[] = {7000, 7500, 20000};//{7000, 7500, 10000};
  179. ambient[] = {6, 9, 9};
  180. intensity = 5;//2.5;
  181. size = 1;
  182. innerAngle = 20;
  183. outerAngle = 80;
  184. coneFadeCoef = 10;
  185. position = "flash_dir";
  186. direction = "flash_pos";
  187. useFlare = 1;
  188. flareSize = 1.5;
  189. flareMaxDistance = "600.0f";
  190. dayLight = 1;
  191. class Attenuation
  192. {
  193. start = 2;//0.5;
  194. constant = 1;
  195. linear = 0;
  196. quadratic = 0;//1
  197. hardLimitStart = 200;
  198. hardLimitEnd = 300;
  199. };
  200. scale[] = {0};
  201. };
  202. class Single: Single
  203. {
  204. sounds[] = {"StandardSound"};
  205. class BaseSoundModeType
  206. {
  207. closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_01", 0.158489, 1, 10};
  208. closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Closure_Rook40_02", 0.158489, 1.1, 10};
  209. soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
  210. };
  211. class StandardSound: BaseSoundModeType
  212. {
  213. weaponSoundEffect = "DefaultRifle";
  214. begin1[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper1.ogg",1.2,1,2000};
  215. begin2[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper2.ogg",1.2,1,2000};
  216. begin3[] = {"SW_CloneWarsWeapons\DC17M\dc17msniper3.ogg",1.2,1,2000};
  217. soundBegin[] = {"begin1", 0.5, "begin2", 0.5, "begin3", 0.5};
  218. class SoundTails
  219. {
  220. class TailInterior
  221. {
  222. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_interior", 1.41254, 1, 1200};
  223. frequency = 1;
  224. volume = "interior";
  225. };
  226. class TailTrees
  227. {
  228. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_trees", 1, 1, 1200};
  229. frequency = 1;
  230. volume = "(1-interior/1.4)*trees";
  231. };
  232. class TailForest
  233. {
  234. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_forest", 1, 1, 1200};
  235. frequency = 1;
  236. volume = "(1-interior/1.4)*forest";
  237. };
  238. class TailMeadows
  239. {
  240. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_meadows", 1, 1, 1200};
  241. frequency = 1;
  242. volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
  243. };
  244. class TailHouses
  245. {
  246. sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Rook40\Rook40_tail_houses", 1, 1, 1200};
  247. frequency = 1;
  248. volume = "(1-interior/1.4)*houses";
  249. };
  250. };
  251. };
  252. // recoil = "DC_15_RB_Recoil";
  253. // recoilProne = "DC_15_RB_Recoil";
  254. reloadTime = 0.5;
  255. minRange = 5;
  256. minRangeProbab = 0.3;
  257. midRange = 25;
  258. midRangeProbab = 0.6;
  259. maxRange = 50;
  260. maxRangeProbab = 0.1;
  261. aiRateOfFire = 2;
  262. aiRateOfFireDistance = 25;
  263. dispersion = 0.0001;
  264. };
  265. };
  266. };